﻿//----------------------------------------------
// Flip Web Apps: Game Framework
// Copyright © 2016 Flip Web Apps / Mark Hewitt
//
// Please direct any bugs/comments/suggestions to http://www.flipwebapps.com
// 
// The copyright owner grants to the end user a non-exclusive, worldwide, and perpetual license to this Asset
// to integrate only as incorporated and embedded components of electronic games and interactive media and 
// distribute such electronic game and interactive media. End user may modify Assets. End user may otherwise 
// not reproduce, distribute, sublicense, rent, lease or lend the Assets. It is emphasized that the end 
// user shall not be entitled to distribute or transfer in any way (including, without, limitation by way of 
// sublicense) the Assets in any other way than as integrated components of electronic games and interactive media. 

// The above copyright notice and this permission notice must not be removed from any files.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//----------------------------------------------

using UnityEngine;

namespace GameFramework.GameStructure.GameItems.Components.AbstractClasses
{
    /// <summary>
    /// Set an amount from a counter from the specified GameItem
    /// </summary>
    /// <typeparam name="TC">Component type to target</typeparam>    
    public abstract class SetFromCounterNormalisedAmount<TC> : GameItemContextBaseSelectableTypeRunnableCounter where TC : Component
    {
        TC _component;

        protected override void Awake()
        {
            base.Awake();
            _component = GetComponent<TC>();
        }


        /// <summary>
        /// You should implement this method which is called from start and optionally if the selection chages.
        /// </summary>
        /// <param name="isStart"></param>
        public override void RunMethod(bool isStart = true)
        {
            if (GameItem != null)
            {
                AssignAmount(_component, CounterReference.GetNormalisedAmount());
            }
        }

        /// <summary>
        /// Assigns the amount to the target component.
        /// </summary>
        /// <returns></returns>
        protected abstract void AssignAmount(TC component, float normalisedAmount);
    }
}